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要旨:
Even though the speed of software ray tracing has recently been
increased to interactive performance even on standard PCs, these
systems usually only supported triangles as geometric primitives.
Directly handling free-form surfaces such as spline or subdivision
surfaces instead of first tessellating them offers many advantages
such as higher precision results, reduced memory requirements, and
faster preprocessing due to less primitives. However, existing
algorithms for ray tracing free-form surfaces are much too slow for
interactive use.
In this paper we present a simple and generic approach for ray
tracing free-form surfaces together with specific implementations
for cubic B\'ezier and Loop subdivision surfaces. We show that our
approach allows to increase the performance by more than an order of
magnitude, requires only constant memory, and is largely independent
on the total number of free-form primitives in a scene. Examples
demonstrate that even scene with over one hundred thousand free-form
surfaces can be rendered interactively on a single processor at
video resolution.